Emitter: Modifiers Tab
This tab contains an include/exclude list of particle modifiers acting on this emitter. The list works in exactly the same way as in the standard Cinema 4D emitter. In summary:
- If the mode drop-down is set to 'Exclude' (the default setting) all the particle modifiers in the scene will act on this emitter EXCEPT those which are dragged into this list.
- If the mode is set to 'Include' the ONLY modifiers in the scene which will act on this emitter are those which are dragged into this list.
Effect of icons on the modifiers
All modifiers in the list have an icon which can be toggled between a green tick and a red cross:
The effect of the icon is to negate the setting in the 'Mode' parameter. That is:
- if 'Mode' is set to 'Exclude' modifiers with a green tick will NOT act on this emitter; but those with a red cross WILL act on this emitter
- if 'Mode' is set to 'Include' modifiers with a green tick WILL act on this emitter; but those with a red cross will NOT act on this emitter
Only Modifiers in Same System
If this switch is checked, the emitter will only be affected by modifiers which are child objects of the same System object as the emitter.
Consider a scene in which you have two emitters and multiple modifiers. You want emitter 1 to be influenced by some modifiers but not others, and emitter 2 to be influenced by a different set of modifiers. You could do this by dragging the modifiers for emitter 1 into the list and setting it to include, and doing the same for emitter 2, but it's inconvenient and in a complex setup still leaves you wondering which modifiers affect which emitters.
The alternative is to create two System objects with one emitter under each System object. Then create the modifiers which affect emitter 1 as child objects of the same System object and check the 'Only modifiers in same System' switch. Do the same for emitter 2's modifiers. Now emitter 1 and emitter 2 are only affected by the modifiers in the same System object as themselves. All other modifiers - in other System objects, or not in a System object at all - are ignored.
Note that this will only work if the emitter is in the object hierarchy under a System object. If the emitter is in the root of the object manager, or in some other object chain, this setting will have no effect.
Using a hierarchy
If desired, you can make all your modifiers the child objects of another object, such as a null object or the 'Modifiers' folder within a system object, and drop the parent object into the modifiers list. This is convenient if you need to add multiple modifiers to the list.
Drop the deformers or effectors you wish to affect the particles into this list. The 'Mode' and 'Only Deformers in Same System' switches are identical in function to the Particle Modifiers section.